Combat System

Combat System: Overview

Our custom combat system works through layered bonuses that stack up sequentially to calculate the final damage. The basic flow follows this order:

  1. Base Damage: A random value rolled between the weapon's minimum and maximum damage.
  2. Hit Location Modifier: An extra +10 bonus for headshots or +2 for chest hits.
  3. Strength (STR) Bonus: Characters with low Strength (< 30) suffer a penalty, while high values grant scaling bonuses.
  4. Mount Bonus: Dodge and damage bonuses calculated by your Dexterity and Creature Lore skill regarding your mount.
  5. Skills: Modifiers from Tactics, Anatomy, and the specific weapon skill (Swordsmanship, Macefighting, etc.).
  6. Material and Weapon Effects: Modifiers originating from the forged material and specific weapon rules.


Damage Calculation & Scaling

The combat system uses a strict mathematical foundation that ties a weapon's baseline power directly to its resource cost and speed.

1. Average Damage

The core of our combat mechanics relies on a universal formula that determines the baseline power (Average Damage) of every weapon:

Average Damage = 4 + (Materials × 0.5) + (Weight × 0.75)

This formula ensures that heavier, more resource-intensive weapons inherently hit harder, scaling logically alongside crafting costs.

2. Material Multipliers

Before the final damage spread is calculated, the weapon's material multiplier is applied to its Average Damage. This means the chosen metal or wood directly scales the weapon's overall damage potential before the final damage range is determined.


Metal Materials

Metal Damage Multiplier
Copper -20%
Iron Base (100%)
Bronze +6%
Hardened Bronze +TBD%
Steel +6%
Silver +10%
Gold +10%
Titanium +15%
Terathane +15%
Agapite +18%
Shadow +18%
Verite +20%
Valorite +20%
Stronghold +22%
Verminard +22%
Elementium +TBD%
Adamantine +24%
Skargard +24%
Mytheril +TBD%
Blackrock +30%
Bloodrock +30%
Phoenix +33%

Wood Materials

Wood Damage Multiplier
Pine Base (100%)
Eucalyptus +6%
Holly +10%
Rose +10%
Oak +14%
Interleaved +14%
Ironwood +20%
Mahogany +20%
Cherry +22%
Composite +24%
Imbued Cherry +24%
Myst +30%
White Oak +33%

3. Weight & Swing Speed

A weapon's weight dictates not only its damage output but also its swing speed tier. The heavier the weapon, the slower it swings, requiring strategic timing in combat.

Weight Swing Speed Tier
0 Ultra Fast
1 Extremely Fast
2 Very Fast
3 Fast
4 Quite Fast
5 Normal Speed
6 Below Normal Speed
7 A Bit Slow
8 Slow
9 Very Slow
10 Extremely Slow
11 Ultra Slow
12+ Stupidly Slow

4. Playstyle Identities (Damage Spread)

Every weapon applies a percentage-based Spread (Variance) around the calculated Average Damage to give it a distinct combat identity.

When two weapons share the same Average Damage (DPS), they deal the exact same total amount of damage over a long fight. Manipulating variance redistributes how that damage is delivered per hit, creating strategic trade-offs (consistent chip damage vs. volatile burst damage).

The minimum and maximum damage range is calculated as:

  • Min. Damage: Average Damage × (1 - Spread)
  • Max. Damage: Average Damage × (1 + Spread)

Example (Long Sword: 15 Ingots, 9 Weight, 45% Spread):

  • Base Average: 4 + (15 × 0.5) + (9 × 0.75) = 18.25
  • Min Damage: 18.25 × (1 - 0.45) = 10
  • Max Damage: 18.25 × (1 + 0.45) = 26
  • Final Damage Range: 10 to 26

Base Spread Guidelines

  • Maces (30% Spread): Consistent, reliable, heavy hits. Very low variance.
  • Swords (45% Spread): Balanced variance. Good mix of reliability and burst.
  • Axes & Polearms (60%+ Spread): High volatility. Risky, but capable of devastating critical spikes.

Blade Weapons

Weapon Resources Weight Wield Spread
Katana 9 5 One-Handed 30%
Cutlass 11 6 One-Handed 45%
Battle Axe 12 7 One-Handed 60%
Axe 12 6 Two-Handed 60%
Scimitar 13 7 One-Handed 45%
Thin Sword 14 7 One-Handed 65%
Bardiche 14 9 Two-Handed 60%
Long Sword 15 8 One-Handed 45%
Two-Handed Axe 15 8 Two-Handed 60%
Broadsword 16 9 One-Handed 35%
Great Sword 16 9 One-Handed 65%
Double Axe 16 8 Two-Handed 60%
Executioner's Axe 16 9 Two-Handed 65%
Large Battle Axe 17 9 Two-Handed 45%
Halberd 18 11 Two-Handed 60%

Blunt Weapons

Weapon Resources Weight Wield Spread
Club 5 4 One-Handed 30%
Quarterstaff 8 4 Two-Handed 30%
Gnarled Staff 9 5 Two-Handed 40%
Fine Staff 10 6 Two-Handed 60%
Hammer Pick 12 7 Two-Handed 30%
Mace 14 7 One-Handed 30%
War Hammer 14 7 Two-Handed 30%
Maul 16 8 One-Handed 30%
War Axe 17 10 One-Handed 30%
War Mace 18 9 One-Handed 60%

Piercing Weapons

Weapon Resources Weight Wield Spread
Dagger 3 3 One-Handed 40%
War Fork 5 4 One-Handed 30%
Short Spear 6 5 One-Handed 50%
Kryss 7 4 One-Handed 40%
Pitchfork 7 5 Two-Handed 65%
Spear 9 5 Two-Handed 65%

Archery

Weapon Resources Weight Wield Spread
Bow 10 5 Two-Handed 40%
Crossbow 10 8 Two-Handed 50%
Heavy Crossbow 12 10 Two-Handed 60%

Unarmed Combat

Weapon Resources Weight Wield Spread
Claws 7 3 One-Handed 40%

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Weapon Fundamentals

Item Identification (Arms Lore)

Important: None of the material, quality, or innate combat effects will apply if the gear is not identified. A character must successfully use the Arms Lore skill (or an Item Identification method) to reveal the item's properties. If a weapon or armor lacks the "identified" attribute, it will behave purely as a basic piece of equipment, granting zero bonus damage, extra defense, or special procs.

Innate Weapon Effects

Regardless of the material they are forged from, certain weapon types possess innate baseline bonuses that reflect their combat style and shape.

  • Staves (Quarter Staff, Black Staff, Gnarled Staff, Shepherd's Crook): +10% Weapon Parry (Block) chance.
  • Forks (War Fork, Pitchfork): +15% Weapon Parry (Block) chance.
  • Dagger: +5% Critical Hit chance.
  • Fencing Weapons (General Fencing): +9% Critical Hit chance.
  • Kryss: +13% Critical Hit chance.
  • Spears (Spear, Short Spear): +15% Critical Hit chance.

Crafting Quality Bonuses

A weapon's crafted Quality directly enhances its combat capabilities. As the craftsmanship tier increases (from Regular to Exceptional), weapons gain scaling bonuses across the board.

Tier Quality Title Damage Bonus Critical Hit Bonus Maces & Blunts Spears & Forks Swords & Blades
0 Regular +0 +0% +10% Parry, +5% Anti-Undead +15% Anti-Dragon +10% Parry
1 Fine +2 +1% +11% Parry, +6% Anti-Undead +17% Anti-Dragon +11% Parry
2 Superior +4 +3% +12% Parry, +7% Anti-Undead +19% Anti-Dragon +12% Parry
3 Superb +6 +5% +13% Parry, +8% Anti-Undead +22% Anti-Dragon +13% Parry
4 Exceptional +8 +7% +15% Parry, +10% Anti-Undead +25% Anti-Dragon +15% Parry

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Material Properties

Metals, alloys, and woods have unique properties that alter how both offensive tools and defensive gear work.

Metals & Alloys

Material Damage Bonus Weapon Effects Armor Effects
Copper +1 -25% Durability -25% Weight, -20% Durability
Iron +10 -15% Durability +5% Defense
Bronze +18 -10% Durability +10% Defense
Hardened Bronze +22 +110% Anti-Elemental, +15% Unarmed Bonus, +1% Critical Hit +20% Defense, +80% Elemental Res
Silver +20 +80% Anti-Undead, -20% Durability +20% Defense, -20% Weight, +15% Energy Res, Fire Vulnerability
Gold +10 +15% Energy Damage, -30% Durability -30% Weight, +30% Fire Res, Energy Vulnerability
Steel +26 +2% Critical Hit, Extra Damage if 2-Handed +25% Defense, +25% Durability
Titanium +30 +5 Extra Damage for 1-Handed, +40% Durability +35% Defense, -15% Weight, +40% Durability
Terathane +30 +150% Anti-Shadow, +1% Critical Hit +40% Defense, +65% Shadow Res
Agapite +30 +10% Purity Divine Intervention
Shadow +30 +10% Tainting Unholy Intervention
Verite +30 +15% Mana Vampire Mana Regeneration
Valorite +30 +15% Stamina Vampire Stamina Regeneration
Skargard +20 +2% Critical Hit, +20% Cold Damage, +4 Stamina Drain +50% Phasing (Invisibility), +30% Fire Res
Blackrock +50 +3% Critical Hit +100% Defense, Various Elemental Resistances (45%)
Bloodrock +40 +3% Critical Hit, +10% HP Vampire +60% Defense, Health Regeneration, Various Resistances (45%)
Mytheril +30 Extra Damage if 1-Handed Reduced Weight
Stronghold +20 +110% Anti-Daemon / Undead, +15% Anti-Evil +50% Defense, Holy Retribution, +80% Daemon Res
Verminard +20 +150% Anti-Dragon / Giant, +15% Anti-Good +50% Defense, Dark Vengeance, +80% Dragon Res
Adamantine +40 +3% Critical Hit, Extra Damage if 2-Handed +60% Defense, +60% Durability, +30% Energy Res
Phoenix +35 +35% Fire Damage, -20% Durability +30% Defense, +80% Rebirth
Enriched Titanium +35 Spell Drain based on weapon weight +100% Defense, Spell Absorb
Elementium +35 +30% Unarmed Bonus, +2% Critical Hit +50% Defense, All Elemental Resistances (45%)

Woods

Wood Damage Bonus Special Effects
Pine +1% -
Eucalyptus +8% -
Holly +14% -
Rose +14% -
Oak +20% -
Interleaved +28% -
Ironwood +30% -
Imbued Cherry +30% +3% Critical Hit, 110% Slaying (Daemon/Undead/Dragon)
Mahogany +32% -
Cherry +36% -
Composite +40% +2% Critical Hit
Myst +45% +3% Critical Hit, +4% Mana Drain, +5% Energy Damage
White Oak +45% +3% Critical Hit, +5% Cold Damage, +4% Stamina Drain

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